#arma3_config
1 messages · Page 145 of 1
@hearty sandal got a sec?
I'm tryna make the RHS t80 have the custom commander. The T72 works just fine but I'm apparently missing a inheritance in line 71 even tho CommanderMG is defined
https://pastebin.com/1J3xYawT
soz no. Im heading for 💤 just put your question in here in the future, if someone can help they will.
okay, gotta hope someone with the knowledge sees this xd
Well, at last my faction is taking shape
what are you working on?
this https://steamcommunity.com/sharedfiles/filedetails/?id=2786700037 @long cargo
Ooh nice.
line 34:
class rhs_t72bb_tv: rhs_a3t72tank_base{};
there is NO class CommanderMG; via this inheritance
class CommanderMG: CommanderMG { };
achieves nothing since it's not altered in any way. even if the CommanderMG existed. It should be obvious that a T80 has two turrets. A T72 does not.
there is NO cfgPatches class.
if you copy pasta some sort of seemingly helpful 'example' from the internet. The author had no idea what he was doing.
if you hacked at this 'example` then you don't know what you are doing. What i recommend is that you take a copy of a WORKING config from the game and start learning.
lesson101:
ALL configs require a cfgPatches class. Learn why.
any 'example' that doesn't have this means the author doesn't know what he's doing. Or doesn't realise a noob needs this. Any code you use from this guy makes other assumptions or is plain broken with its own errors.
lesson 102:
ALL configs that have a
class anything; //external reference
have what's called a class 'template' / 'skeleton'
it is written above where these classes are actually used, A 'skeleton' never adds or deletes anything, It is there to help the engine find where these classes are when building a master config. Learn the difference between between it, and what you want to modify.
Lesson 103:
you can do both these things by examining ANY working config
typically,
class not_you : not_your_inherit is (part of) a template
class your_class... is where you change things
I want to make a version of the Vorona that is dumb. It will fly to where you point it, but will not be guided if you move the launcher around. Would this go into the weapon config, ammo config, or magazine config?
depends entirely on what/where you i:nherit from. a launcher = cfgWeapons
the verona itself is a cfgMagazine and it's ammo is obvious
Since I wanted to start with renaming the launcher, I started with copying the Vorona's config and changing the weapon name and the magazine it takes. I know ACE interferes with missiles a lot and didn't want to inherit from the Vorona which I'm pretty sure ACE touches.
I then made magazine classes the same way from the Vorona HEAT/HE magazines
good idea generally. bad idea to not inherit cup improvements
This is my magazine config. I don't really see anything in there relating to guidance, so it must be the ammo config that I have to repeat the process for.
author = "brendob47";
scope = 2;
displayName = "Tank Killer HEAT Missile";
displayNameShort = "HEAT";
descriptionShort = "Type: TK HEAT Missile<br />Rounds: 1<br />Used in: Tank Killer";
ammo = "M_Vorona_HEAT";
type = "6 * 256";
model = "A3\Weapons_F_Tank\Launchers\Vorona\Vorona_tube_heat.p3d";
picture = "\a3\Weapons_F_Tank\Launchers\Vorona\Data\UI\icon_rocket_vorona_HEAT_F_ca.paa";
mass = 100;
count = 1;
initSpeed = 150;
maxLeadSpeed = 27.7778;
};```
look at the cup config for an example
will do, thanks
Turns out, I could just swap the ammo type for the FireFist missiles to get the desired effect. They also work very well with the PCML reticle, dropping off quickly, and then settling at the bottom post of the sight for the majority of the flight. Because my launcher doesn't have any sensor components or anything, the locking behavior of the FF missiles is ignored, and I am quite satisfied with the result. Because the FF ammo is very similar to the Vorona's, I could very easily make an HE missile, the only parameter different when compared to the Vorona HE is the explosion radius, which scales to 7 instead of 8. Otherwise, the vanilla HEAT configs are virtually identical for my purposes.
@hard chasm oh I didn't realize that the T-80 has two turrets.
I'll ask you more about it later but I had just copied the structure of the T-80 inheritance ontop of the T-72 one because I thought they're like the same.
I looked at the T-72 inheritance from P. Opfor, it's valid working but my T-80 rumbling on top of it isn't.
class anything: anything{}; serves no purpose whatsoever (except for potential error production)
{
something
};```
different story
okay, I'll fix that when I'm on my computer
how so should I go on about the T-80?
I could tho just try to take a look at the RHS config if it has any help
turrets are special in this regard - if you don't do class Turret: Turret {} then this turret won't be accessible in-game
same with eden attributes - it seems like code is not considering inherited classes as active
so class CommanderMG: CommanderMG {}; is super important - otherwise this turret won't be accessible in game
you should always do that! T-72 and T-80 have two different configurations. T80B for instance have remote MG so it doesn't use separate fake turret for NSVT
Learning moment
@hot pine , there is of course the initial turret{} and the only way this can be selected in preference is if the requiredAddons[]= is wrong. Otherwise the later Turret:Turret will take precedence. because it's pbo has been loaded. if not loaded, stating a Turrent:Turrent {} skeleton causes the engine the create that empty class . The real contents will fill it when it's read.
Ah so this is why I suffered all that time questioning why it would not work... 
no, you don't have your requiredaddonsp[] stated properly
what do you mean?
it also happens in same addon!
the turrets and attributes behavior which I described has nothing to do with required addons
there would never be a reason to state Turret:Turret{} in the same addon Unless it was a skeleton describing where the real one is.
and I mean classes inside Turrets class
ok, i was using Turret:Turret{} as a simpler to follow example.
class Offroad_01_military_base_F;
class Offroad_01_AT_base_F: Offroad_01_military_base_F
{
class Turrets;
};
class MyNewOffroad: Offroad_01_AT_base_F
{
class Turrets: Turrets {};
};
``` new offroad turret will be inaccessible - it will be properly visible in config viewer though
@hard chasm and here you have more complex example from vanilla https://pastebin.com/Peaf9Se7
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
thank u in advance
it's by no means ready to use example but you should get the idea
you can try to prepare your own vehicle with turrets and see how it works
eventually you can try with eden attributes - this might be easier actually
{
class Attributes
{
class SomeAttribute
{
displayName = "Hide CIP";
property = "SomeAttribute";
control = "CheckboxNumber";
expression = "_this animate ['someanimation',_value,true]";
defaultValue = "0";
};
};
};
class SomethingElse: Something
{
class Attributes: Attributes
{
};
};
class SomethingElse2: Something
{
class Attributes: Attributes
{
class SomeAttribute: SomeAttribute {};
};
};
class SomethingElse3: Something
{
};```
Something should have some visible attribute in eden, SomethingElse won't have any attributes, SomethingElse2 will have visible attribute, SomethingElse3 will also have visible attribute
ouch.
is this only 3den related?
ok.
yes, but i can find no other instance where blah:blah{} would be relevant
the thing with above is when would you know that
class Attributes: Attributes
{
};
empties the class and sometimes doesnt and must be stated
it doesn't empties class
you can still see it in config viewer
inherited class are just ignored
SomethingElse won't have any attributes
yep
empties the class and sometimes doesnt and must be stated unfortunately I don't know details about it
I know about Turrets and Attributes
perhaps there might be some other occurrences but I'm not aware of them
i still appreciate your heads up about this. It appears to be a coding bug within 3den itself. I must remain aware of it, but it's a bug.
the engine drills downwards while an inherited class exists. it uses first found contents (which itself may be further inherited)
from the perspective of the class that uses class B : whatever all contents are presented to it in a single (uninherited) block
how do I set certain items in the inventory to be in certain gear / uniform? couldn't find find it online
@hard chasm what does this mean?
Truncated file. Missing one or more};. Error starts near token 'cfgPatches' :
In File \clbt_mod\addons\eepm\config.cpp: circa Line 840 EOF encountered
To the above conversation - I find that the weirdness of inheriting empty turret classes comes in handy when you want to remove seats. For example, I took an unarmed prowler, put the ammocrates in the back, and gave it every crgoturret name except the back two. Just like that, I disabled them even though my inheritance might appear otherwise
question for you all so im making a custom vehicle got the textures all sorted out but how would i have it set so that it spawns with "....." & "...." inside aka i want to put people who arent the default into the vehicle, changing the default crew as it were. by default the vehicle i have is OPFOR and i want to make it BLUFOR.
Also whilst im asking im still new to this i successfully did a reskin the other day but im looking at changing the weapons of the turrets on the vehicle. does it follow the same syntax or is there some special bits i need to know about?
Also last question i can place my newly retextured stuff in eden but cant in zeus? im guessing its because im missing a line of code that allows that what exactly am i missing
Hey question
I'm working on configging a weapon which has 5-round burst
I've succeeded at making it have 5-round burst, however is there any way to have a sort of 'cool down' between bursts? As-is, I can just spam-fire the weapon and it'll burst quickly, as opposed to having more time between bursts
Anyone good at weapon configs and able to help me out with this?
some sort of fired eventhandler that prevents reloading
there is no native system for delays between bursts
if its vehicle weapon you could have 5 round magazines and have the delay from magazine swap
Ah... darn, okay
Thanks
Nvm, got two of my problems figured out.
Now pboProject refuses to find my texture
😅
thank you for contributing at all!
thru no fault of yours, it is difficult to explain what you are//aren't doing in words when it comes to inheritance trees. pls supply a config to explain the difference
Both of the classes below are in cfgVehicles, and make a variant of the Prowler. The top one has filled the top "turret" with a machine gunner, who is able to command the vehicle. The bottom config is the comes from the same prowler base class, but has the ammunition crate animation selected (to simulate boxes of repair equipment). By removing the last two cargoTurrets from the Turrets class, I have effectively disabled these seats.
author="brendob47";
displayName="Viper (Machine Gunner)";
/*trimmed*/
class Turrets: Turrets{
class CargoTurret_01: CargoTurret_01{};
class CargoTurret_02: CargoTurret_02{};
class CargoTurret_03: CargoTurret_03{};
class CargoTurret_04: CargoTurret_04{};
class CargoTurret_05: CargoTurret_05{};
class CargoTurret_06: CargoTurret_06{
commanding = 2;
dontCreateAI = 0;
gunnerType = "B47_WZ_TP_Machine_Gunner";
};
};
class TransportMagazines{/*trimmed*/};
class TransportItems{/*trimmed*/};
class TransportWeapons{/*trimmed*/};
class TransportBackpacks{/*trimmed*/};
};
class B47_WZ_TP_Polaris_Viper_Repair: B_W_LSV_01_unarmed_F{
author="brendob47";
animationList[]={"Unarmed_Main_Turret_Hide",1,"Unarmed_Codriver_Turret_Hide",1,"Unarmed_Ammo_Hide",0};
transportRepair=1e+012;
vehicleClass="Support";
/*trimmed*/
displayName="Viper (Repair)";
class Turrets: Turrets{
class CargoTurret_01: CargoTurret_01{};
class CargoTurret_02: CargoTurret_02{};
class CargoTurret_03: CargoTurret_03{};
class CargoTurret_06: CargoTurret_06{
commanding = 2;
};
};
class TransportMagazines{/*trimmed*/};
class TransportItems{/*trimmed*/};
class TransportWeapons{/*trimmed*/};
class TransportBackpacks{/*trimmed*/};
};```
good grief, that makes no sense at all since CargoTurret_XX should be seen thru mere inheritance
what would happen if you removed (eg) class CargoTurret_02: CargoTurret_02{}; ?
The seat would become unavailable. You can't get in, and you can't set a unit to sit in there in 3DEN
It is so weird
aaaaaaaaaaah the bloody editor again! it's screwed and bis are unlikely to fix it. Partly because (most of them) wouldn't understand the explanation.
phew. was considering walking away from bis, if they broke standard config inheritance
(the fix is easy, they aren't looking at the inheritance bodie(s) only what's in the class itself. This has shades of Author= but there's no reason for it.)
in future, i will put a caveat on anything i write about inheritance trees, that common sense doesn't apply to the 3den editor.
your information was valuable, I thank you for it. I'm off to the biki to edit a few thingz.
There is at least one other class beside Turrets which behaves in this way, sadly I don't remember which one at present!
the turret stuff isnt limited to the editor either it happens in game the turret if not redefined will be unusable
Is it possible to make an ammo type behave as both a bullet and as a flare? I want to make a "laser" ammo that emits light. This is my ammo config:
author="brendob47";
hit=8;//22 for B_50BW_Ball_F
caliber=2;//2.2 for SC Plasma
typicalSpeed=350;
model="\sc_weapons\data\ammo\tracer_cyan.p3d";
//model = "\sc_weapons\data\ammo\plasma_ball_blue.p3d";
cartridge="";
//simulation = "shotBullet";
simulation = "shotIlluminating";
useFlare = 1;
flareSize = 2;
brightness = 120;
intensity = 40000;
timeToLive = 60;
lightColor[] = {0.25,0.25,0.8,0};
};```
It appears that I have the option of using shotBullet or shotIlluminating but not both
you do that by making two different bullets for the magazine.
it reminds me, this is still not updated yet in the class inheritance wiki entry 
I'm kinda lost with inheriting the T-80 & 2S3M1 from RHS. Their both bases inherit from the same Tank_F, but I'm not sure how to set it up in the inheritance class.
Because different turrets and shit
it's not the editor. I tried to explain it to you before
what kind of issue do you have? You can basically follow the GREF t80 as an example
class LandVehicle;
class Tank: LandVehicle
{
class NewTurret;
};
class Tank_F: Tank
{
class Turrets
{
class MainTurret: NewTurret
{
class Turrets
{
class CommanderOptics;
};
};
};
};
class rhs_a3t72tank_base: Tank_F
{
class Turrets: Turrets
{
class MainTurret: MainTurret
{
class Turrets: Turrets
{
class CommanderOptics;
class CommanderMG;
};
};
};
};
class rhs_t72bb_tv: rhs_a3t72tank_base{
class eventHandlers;
};
class rhs_t72bc_tv : rhs_a3t72tank_base{
class eventHandlers;
};
// rhs t80 inheritance
class rhs_tank_base : Tank_F {};
class rhs_t80b : rhs_tank_base {};
class rhs_t80bv: rhs_t80b
{
class Turrets: Turrets
{
class MainTurret: MainTurret
{
class Turrets: Turrets
{
class CommanderOptics: CommanderOptics{};
class CommanderMG: CommanderOptics{};
};
};
};
};
``` like this?
No
You can try copy pasting config from gref
I'm away from pc now but I can perhaps share later source config here
oh now I see where I went wrong
@hot pine the T-80's working 😁
Hey not sure if this is a config issue but when I make a gun the muzzle flash always shows up for some reason. Any fix?
Question, anyone noticing why my rhs russian pilot helmet retexture not working? (not showing up in the arsenal)?
https://pastebin.com/7RivCzf9
Give the flash proxy a named selection, such as "mg1_zasleh".
Ensure it is not included in any camo or zbytek selection, but is included in the otochlaven (gun elevation) selection.
Add "mg1_zasleh" to your model.cfg sections[] and check the name matches with your config.cpp class Turrets {} selectionFireAnim variable.
I've listed three other ways in which you might have broken it
A bit of a shot in the dark but does anyone have any info on setting up arty computers for vehicle guns? Having a hell of a time finding any info or tutorials online for it, thanks in advance
Artillery computer parameter = 1
You are unlikely to find much on them. BI forums would probably be the place if there is any info on it
{
class H_HelmetB: ItemCore
{
class ItemInfo;
};
class rhs_zsh12;
class rhs_zsh12_alt;
class rhs_zsh12_mike;
class rhs_zsh12_mike_alt;
class MF_Ace_Yeagerist_1: rhs_zsh12
{
displayName="Pilot Helmet (Yeagerist)";
picture="MF_Uniforms\icon.paa";
hiddenSelections[]=
{
"Camo1"
};
hiddenSelectionsTextures[]=
{
"\MF_Legendary_Aces\MF_Aces_Gear\Data\Helmet_Yeagerist.paa"
};
};
};```
Can someone tell me what is wrong with this?
no unless you tell what does not happen as you expected
the helmet that is suppose to be a retexture of RHS russian fighter helmet is not showing up in arsenal
That code above is only for one helmet, actual code is essentially same thing copy paste with different class names and rhs_zsh12_alt class, rhs_zsh12_mike, class rhs_zsh12_mike_alt behind them instead of rhs_zsh12
nothing comes to mind immediately
make sure the configs are actually in game
check config viewer if they exist
you mean rhs_zsh12_alt and stuff, if there are no mistakes in names?
there may well be no typos, but the pbos themselves don't exist
what do you mean pbos dont exist? For texture files if texture didnt exist, the item would still show up in arsenal, it would just me invisible or would have wrong texture or smth, but it would still show up
check the .rpt for any errors relating to any of the above classes
Scope for rhs_zsh12 is set to private (scope=1). You haven't redefined it to public (scope=2) so naturally you inherit that, therefore it won't show up in the VA.
Probably should check if the helmet model actually exists to begin with. From a casual glance, it just inherits from rhs_altyn_novisor so maybe the RHS team haven't gotten around to making the model?
I dont really get what you mean. The model itself exists as in RHS has a fighter helmet I am trying to retexture in arsenal, or am I missunderstanding
It looks like a placeholder asset that's yet to be finished. At the moment you're just retexturing the model for Altyn (Visor Down) (model path: rhsafrf\addons\rhs_infantry2\gear\head\rhs_altyn_novisor) which I doubt is a fighter pilot's helmet.
Surely you should be retexturing the helmet for rhs_zsh7a and rhs_zsh7a_alt?
uhhh, okay thats weird
ye, thats the name in config viewer in cfgweapons
and also the name when you hover over it in ace arsenal
Need to change your inheritance then, since your MF_Ace_Yeagerist_1 class is inheriting from rhs_zsh12 (which is the hidden placeholder).
I will just add a scope, it should work than
Also, I just noticed from your pastebin that your three other external classes that you referenced don't exist in RHS' config (other than rhs_zsh12):
class rhs_zsh12_alt; <-- does not exist class rhs_zsh12_mike; <-- does not exist class rhs_zsh12_mike_alt; <-- does not exist
Pretty sure you mixed it up with these ones:
rhs_zsh7a rhs_zsh7a_alt rhs_zsh7a_mike rhs_zsh7a_mike_green rhs_zsh7a_mike_alt rhs_zsh7a_mike_green_alt
What is it for?
fileName = "test.pbo";
Any way to make the cargo view a different LOD than the view cargo and view pilot LOD?
Would LODTurnedIn be fine to use?
Will that work
i've never heard of such a lod
?
show me a p3d that has a LodTurnedIn resolution.
No lod named that exists. I was talking about the term in config. It exists there
ok
No LODCargoTurnedIn exists. So, I have to use LODTurnedIn
Though, my question is
Will that work for the passengers?
Aka, the cargo
sure, but i doubt it would change the need to put them in a view lod
I was seeing if anyone knew anything about that, since the p3d I'm working on is over Github Desktops transfer limit of 100MBs
How do I get the emissive light faces hide and unhide when turning on/off the vehicle light? What must be added/changed in the config or model cfg?
I'm struggling to make a pylon cannon, I believe the model is all okay, it loads and all that, but either the general config or model config is messed up.
for example as you apply the "magazine" to the pylon, where is the config entry that controls rate of fire or fire modes, for example?
(I'm sure I remember stumbling across where to define hardpoints, but I don't even know if that's relative)
any light shined on this would be appreciated
Further to last, I now see that though the pylon uses "magazines", it requires a "weapon", which i already knew for base weapons, but where does this weapon go? how does it attach to this itself in the config to the pylon I apply to the vehicle?
pylon magazines have a pylonWeapon= parameter that adds the weapon to fire that magazine when using the loadouts menu or pylon scripting commands
ooooh, i will investigate, thank you
Is it difficult to create a mod to modify the damage of the game's standard grenades?
Nope. Pretty easy to set up.
All you need to do is edit the hit (damage), indirectHit (splash damage value), and indirectHitRange (AOE) tokens in CfgAmmo for the GrenadeHand (RGO) and mini_Grenade (RGN) classes.
Chuck all that in a replacement config and you're all set.
There's a tutorial on the Bohemia forums that you can use to get started.
Or you can grab a sample one off Arma 3 Samples.
Hey so I had some time to look into this and it still doesnt seem to work I am now inhereting from rhs_zsh7a and it still does not show up in arsenal
anyone does have a config example for a 2 seat (pilot and copilot) ejection system?
I just found a single seat one, and I don't know how to adapt to make it work in 2 seats lol
So I tried using textureList[] to set textures on vehicles instead of hiddenSelectionsTextures, because I have a number classes that use the same list of textures. However, this only seems to work on certain modded vehicles and the Western Sahara AMV-7 ATGM. What am I doing wrong?
Are they listed in your CfgPatches?
Specifically in the weapons[] array?
I've been looking into an airplane gunner challenge. The design of the plane means the gun will need a pop out animation when selected. I figure I can do this by making the gun a separate weapon class and adding it with bays and pylons stuff. However, the gun needs to return to initElev and initTurn before closing. Therein lies the challenge.
I guess I should finish by saying, "Anyone have an idea how to tackle this?"
Probably take a look at how the AH-99 Blackfoot does it with its internal bays using AnimationSources.
Is there any guide on how to implement ACE advanced arty over arty computer?
Oh I didn't realize there was a vanilla
For a gun turret I'd probably use the old holdsterValue system for animating it instead of pylons
I was using the Blasckwasp for learning about bays and pylons, but it doesn't have a turret gun
oh ok holdster
Some discussion of pre-Jets DLC configuration of weapon bays https://forums.bohemia.net/forums/topic/155768-internal-weapons-bay/ IIRC the missile launcher on the Gorgon IFV also uses this configuration
The bis helicopter got some neat internal weapons bay animations. When looking at their model.cfg I see this. class RightHoldster { type=rotation; source=maxHoldsterValue; memory = 1;//by default animPeriod = 0;//Unknown selection=poklop_w_r; axis=;//poklop_w_r_axis;//possibly minValue = 0.0;//ra...
I'm hoping to have the gunner have his own missile array, too. Will holdster work with that?
Are the missiles on the turret with the gun or a separate pylon/bay?
separate, rear-facing pylons
It's gimmicky, but I'm sticking to the influence of the source
holdster system is weapon-specific so if you only need one particular weapon to pop out, and don't want to run with the quirks of guns on the dynamic loadout/pylon system, I would use that
might do that to get it going initially
but if it's for multiple weapon stations on a single animating firing station I'd use bays
Bays was designed for dynamic loadouts so you could stick all manner of missiles and bombs in one aircraft and the bay would animate whenever the pylons in that bay were the active ones
I wonder will ai be able to use them. Or is that a requirement?
AI not using my vehicles well has been an unfortunate, constant let-down for my mod
I have several 1-man craft where the pilot has to switch to manual fire and use a pilot cam to aim a gun while flying....
This should be much easier with head-trackers, but it seems BI has hard-coded against it.
The only aircraft I know of that found a way around that problem is Nod Unit's apache, the one with all the realistic instruments.
I digress, but yeah, AI would have a problem using this gunner seat to its max
fortunately, though, the pilot will have his own array of missiles and bombs that an AI should be able to use well enough,
if it is independend seat with just that weapon it needs to be modeled to point forward
and then in code the turret needs to have initangle of 180 to turn it to face rear
then AI understands it
oh ok
but if it is part of pilots arsenal then its unlikely to work
all turrets need to be modeled facing forward
should be independent of the pilot on this plane
they are then animated/configured to point to direction X
and with correct angle limits they shoot at right directions
"Code..." just to be clear, this is actually in the config, right?
will the pilot having bay weapons interfere with the gunner having bay weapons, code-wise?
and would I place all the gunner bay configs into the turret class?
well... how do I implement the bays/pylons being used by the gunner?
I see that they are just in the cfgVehicles class under components, where components is parallel to turrets
Ok I need to sleep and get fresh eyes for this. Thanks, HG and d12M!
Indeed yes
i require assistance.
im makeing a custom warlords and its not working. the buy menu only shows strategy and gear. and the PCs dont die anymore.
i think i messed up in the description.ext file.
it says i have an error on L180 something to do with a "=" expected
We can't say anything unless you tell us the exact config
for adding more vehicles and stuff to purchase in warlords
this is my first time doing this side of arma
the error says requesitionpreset
Okay this is the thing I wanted
Okay the Line 195 of your file, Class is invalid must be class AFAIK
@earnest flower
so just a syntax error?
i've just changed that i will test it now. thankn you
also what is AFAIK?
@wintry tartan
As Far As I Know
ah, thanks
@wintry tartan, that seemed to have fixed one issue. thank you
now, i can TK the friendly playable bots :/
i was able to TK them before
Is there any guide on how to implement ACE advanced arty to static weapons like mortars or howitzers?
have not seen any. does not mean one does not exist. but may not be a known one. ACE slack is probably best place to ask about that
So ive made a retexture mod for some of the tempest trucks only thing is though they don't appear in the list of available units when im using zeus?
I can place them fine in Eden but not zeus? I think my config is missing something
units array in cfg Patches and scopeCurator = 2
I have a function, that I want to get spawned through the vehicle init but in the config. How can I add the spawn code to the init line in the eventhandler class? There is already sample config stuff init="if (local (_this select 0)) then {[(_this select 0), """", [], nil] call bis_fnc_initVehicle;};"; // Run the VhC function to be sure to set the animation sources and textures accordingly to the properties animationList and textureList I have no idea what that is and I dont want to break it. My function hides/unhides the emissive light rvmats. ingame in the editor init it works fine null = [this] spawn jzra_sb_fnc_lightToggle
So just to make sure I am not going crazy, but I noticed that single seater helis can tab lock, while helis with pilot/copilot cant not. Is there a reason why its like that and is there a work around (tried everything I think config wise)
both of these methods are not clear if they will yield favorable results. I had an idea, though. Can airplane turret gunners turn in/out? If so, the gun popping out could be animated like a hatch, and only certain weapons could be used in each position. Because I want the gunner to have access to missiles and a laser des while "turned in" and only the gun when "turned out". Smoke and mirrors will look like he never actually turned out. Only the machinery will. I think I can even force the gun camera optics when turned out, IIRC. But then again... even if it's possible will an AI ever use it?
The weapon the ai uses (given a choice) depends on the threat level specified in the config of the 'target'' he sees.
the highest threat (in %) determines which target he's looking at.
from the biki
How threatening you are to unit types {Soft, Armor, Air}, respectively.
The ai for this model selects targets of opportunity, based on these values.
threat[] = {1, 0.0500000, 0.050000}; // soldier
threat[] = {1, 0.900000, 0.100000}; // law soldier
threat[] = {0.900000, 0.700000, 0.300000}; // bmp
Hmmm. I had to ask, though, because I have some one-man aircraft with turrets and hasGunner = 0;
The player has to switch to manual fire and use the pilot camera to aim the gun. An Ai doesn't have this creativity.
oops no. i got that wrong.
That being said, I wasn't sure what AI can actually do, when it comes to selecting a weapon, but that does explain a bit... or does it?
also check 'cost' in the biki. it defines how attractive a given target is.
I'm a little familiar with cost values and even stealth values for characters
er... I think stealth can be used for vehicles, too, though?
but cost, yeah this would be a high-target asset
all units are 'vehicles'. choppers, humans, tanks
yes, I know
but just because a thing is a vehicle or a "vehicle" doesn't mean they can all inherit the same properties the same way without major backtracking and re-paramterizing. In other words, some things don't work on every level, which is why APCs can have up to 8 wheels and tanks can have up to 20 (simplified example).
yes. I think 'simulation' determines if it's air, armor or soft
simulation = airplane, helicopter, tank // eg
yep. But there are other things that differ how they behave, which are probably not related to simulation.
or... affected by simulation, but shouldn't be related might be a better way of saying it.
imho, i believe simulation covers it all because it is the core of engine code, and for different types would or could determine mixtures of different threats for that type. All this info comes from Flashpoint, so I dunno what bis do nowadays.
Heh, I've hear even they don't know
probably true.
Didn't some guy create some amazing code and then jumped ship before explaining how it works, or something to that tune?
Well, I'm not much of a code/config/scripting guy. I'm just a persistent artist trying to get my assets to work.
it's a familiar tune. The shelf life of a dev was about three months. Again, dunno if this remains true.
arma1 beta?
I finally released my mod in 2018, and I've just been adding to it and improving it.
Arma 3 beta
I had intended to start modding for Arma 2, but as I was getting into it I found out the Beta for 3 was out, and it looked way better.
anyway. I'm gonna try this turnout idea for the pop up guns. I'm staying on target, Red 1.
👀 🍸
well i was on the a1 beta team when hopes were high it would be a bigger better flashpoint. There were 30 of us in the team, and each one ran away when a1 was released. All our input was ignored, But we knew what kind of a dog it was. Arrowhead vastly improved the scene, but by that time bis had lost just about all of the ofp (and most a1) players.
Anybody know where the Contact dlc gear (vests helmets etc) configs are?
enoch
It might be that turn in/out is disabled for aircraft. Is this a hard setting, or is there a simple config override? There's no menu option for turning out, but the gun is at its final keyframe in the pop-out sequence.
P:\NORTH\north_main\config.cpp: #includes P:\NORTH\north_main\north_basedef.hpp, but is excluded from pbo
Mikero spits that out
Just out of the blue
any idea what's causing that?
because you asked hpp to be excluded in settings->
this is quite normal for binarised configs because they are simply merged into the binarised result and serve no further purpose. For description.ext, it can't be binarised. (and neither can a cpp, if you opt to not binarise them)
for that reason ppl select .hpp OR .h to be excluded/included as part of their standard workflow
okay
now the game CTDs with ErrorMessage: Include file @NorthernFronts\AddOns\north_fn\base_defines.inc not found.
is that P:\@NorthernFronts or something else?
because if not, pboProject would already have screamed at you. unless you used addonbreaker
Hello everyone,
Thank you in advance for your help, I have a problem with the animation of my landing gear, the elements change sizes and become smaller, here is my model below:
class Axe01G
{
type="rotation";
source="Train";
selection="Axe01G";
axis="axis_Axe01DG";
memory=1;
minValue=0;
maxValue=0.89999998;
angle0=0;
angle1="(rad 190)";
};
class Axe02G
{
type="rotation";
source="altSurface";
selection="Axe02G";
axis="axis_Axe02G";
memory=1;
minValue=0;
maxValue=0.2;
angle0= "rad 0";
angle1= "rad 52";
};
angle1="(rad 190)"; might cause issues. Try:
angle1="rad 190";
Thank you very much for your answer, unfortunately no change
This is my skeleton bones :
"Axe01G","",
"Axe02G","Axe01G",
"RoueArrG","Axe02G",
Scale changes indicate that the selection you are animating is weighed to more than one bone
Thank u for your answer, What should I change?
Make sure none of the vertices in those selections in the skeleton you posted are also in one of the other ones in the list
sorry, no top in the list, and always items that become smaller
I'm back to considering holdsters and pylons again. The turn in/out idea would have been a brilliant work around, and fairly simple to set up, but they seem to be disabled in the airplane classes. I guess I understand why, because you don't want to see someone waving a gun around out of the canopy at 900kph... but then it also means that not fitting into the mold limits diversity. Like, if I wanted a Ural troop transport that was given the 2015 DeLorean hover conversion kit, then the soldiers in the back would not be able to FFV. Pity.
Hello guys I need help
How to create missile lancher based on Titan MPRL Compact that would work with a radar
Player would switch ground target in the radar and missile would fly from launcher to 50m above, than find the ground target and destroy it
Is it possible?
Trying to make a config rebalance of an existing tank, which means I can't edit the model.
Right now - when the tank quickly stops/changes driving direction - the ass or the front violently flies up into the air, ~half way enough to flip forward/backwards.
Which value could help solving that issue?
I've accelAidForceYOffset thinking that a negative value could solve the problem by putting the centre of mass lower, but doesn't seem to help.
obfuscation update to my dll. missing textures fixed
Hi all, I'm trying to apply a camp fire flickering effect to my own light sources. Is this the config attribute for this cfglight that defines the "flicker"?
intensity = "2500*(power interpolate[0.1, 1.0, 0.4, 1.0])";
Hello i am trying to use cfgconvert, but i keep getting this error message
The system cannot find the drive specified.
File
line 0: '._raP': '☺' encountered instead of '='
drag an drop onto the bat file. cpp2bin, or bin2cpp
this stuff isn't rocket science, even the only slightly curious would notice them.
there is no magic bullet with bis modding. you have to have an understanding of what you're doing, rather than hoping you can grab something of f the internet that'll do the work for you.
so, it's 'ok' to be a noob, because all of us have to start somewhere, but, you asked the wrong question and didn't tell us what you hoped to achieve. If you're now at all curious, the peculiar = message you got, was because you were trying to binarise an already binarised config.
how do i fix that mistake?
I did this and it gives me the same error:
oh, sorry I'm stupid
would it be possible to change the default setting for data link on a unit to be turned on by default? 🤔
via config, that is
can only find code for custom attributes on the wiki
class AttributeValues
{
RadarUsageAI = 1;
};```This? Not tested
So far the vanilla static radar suggests so
thats for the radar, but i think it can be done for data link too, missed the wiki page for it
need to take a closer look, thanks
class CUP_0_SU34_RU
{
cost = 20000;
requirements[]={A};
};
O_Plane_Fighter_02_Stealth_f
{
cost = 28000;
requirements[]={A};
};
?
there is something wrong?
class is missing
oof
ok yea that was it
class AttributeValues { ReportRemoteTargets = 1; ReceiveRemoteTargets = 1; ReportOwnPosition = 1; };
Oh, good to know
this turns on data link by default
I'll place a reminder in #community_wiki
Where can I change weapon config
What do you mean by that?
I would like to make missile launcher
.
.
You would have to set up the mod development tools and P drive environment and create a config mod that makes the new things you want to create
Don't know specifically if that kind of missile would be possible. But probably it could be made with scripts
where can i find modding guide, i am a beginner
BI forums have quite a lot of information. the BI wiki has a lot more. There is however no "modding guide" that would tell exactly how to do what you want to do
it is likely going to be pretty complex
is binarizing config.cpp necessary at all? I mean, can the mod not work in certain situations if i don't binarize the config file or is it just for saving space?
+some modest error checking without the need to load the game.
what does it mean?
bug in the mission
how do i fix it?
it's in the error message what you have to do
not sure if i have to put it here
but its like
sort of scripting in config of a unit
im trying to make it randomly select one of the many sqf files so that the unit gets a random weapon
but for some reason it isnt working
class EventHandlers : EventHandlers {
class CBA_Extended_EventHandlers : CBA_Extended_EventHandlers_base {};
init = "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear; (_this select 0) addHeadgear (selectrandom [ """", """", ""cox_hat_stetson_white"", ""cox_hat_stetson_white_bent""]); (_this select 0) forceAddUniform (selectrandom [ ""U_I_C_Soldier_Bandit_5_F"", ""Project_BJC_Shirt_Cut_Jean2""]); P = [_this select 0] execVM (selectrandom [ ""bigdonnie2\PistolSFQs\6P9.sqf"", ""bigdonnie2\PistolSFQs\6P53.sqf"", ""bigdonnie2\PistolSFQs\BrowningHP.sqf""]);};";
};```
theres also a hat and uniform randomizer which work fine
but the guns for some reason dont
im probably doing something stupid
sqfs look like this
(_this select 0) addWeapon "rhs_weap_pb_6p9";
(_this select 0) addPrimaryWeaponItem "rhs_mag_9x18_8_57N181S";
(_this select 0) addMagazines [""rhs_mag_9x18_8_57N181S"", 8];
Is there any info on class preloadTextures? Apparently it's used in blastcore but next to no info exists about it
I'm replacing the supersonic crack sounds (because default ones sound like ass). Much of the information in cfgAmmo seems reduntant. Can anybody talk me through which of the following entries are actually used, and for what? supersonicCrackNear[] = {"A3\sounds_f\arsenal\sfx\supersonic_crack\scrack_close", 3.16228, 1, 200}; supersonicCrackFar[] = {"A3\sounds_f\arsenal\sfx\supersonic_crack\scrack_middle", 3.16228, 1, 200}; class SuperSonicCrack { class SCrackForest { [text removed] }; class SCrackTrees { [text removed] }; class SCrackMeadow { [text removed] }; class SCrackHouses { [text removed] }; }; soundSetBulletFly[] = {"bulletFlyBy_SoundSet"}; soundSetSonicCrack[] = {"bulletSonicCrack_SoundSet", "bulletSonicCrackTail_SoundSet"};
Hello all. How does one go about adding a reticle to a helicopter that doesn't have one by default? Or just adding a reticle to your screen while in said helicopter, either would work I'm sure.
Alternatively, I could use a different heli that does have a reticle, but it cannot equip anything besides rockets, so perhaps it's easier to expand what is allowed on the pylons?
cursor = "Empty"
cursorAim = "Class name of reticle"
As for my question, what would cause one muzzle flash to disappear when setup as zasleh but zasleh2 and zasleh3 are visible?
^ what's going on
Also, would this be correct?
gunBeg[] = {"usti hlavne", "usti hlavne_2"};
gunEnd[] = {"konec hlavne", "konec hlavne2"};
memoryPointGun = "usti hlavne3";```
The plane has 2 cannons that fire together and one laser cannon
But, the result is what's in the pic
The two cannons should fire together and then the laser should come out where it's coming out from. Everything works and fires from the correct spot, just need to hide the muzzle flashes
how do i fix this?
You've already told that that is a mission error not configs
If you believe it is a configs, you need to post it
bruh
What?
If you can't make constructive posts, you can always leave and forget the server
You can't fix it. Contact the server admin or mission maker.
hey peoples im trying to make a custom ai unit that uses a custom face texture how would i go about doing that in the config
Thank you so much, I’ll give this a try later (I never thought it could be so easy?!)
I am curious, is explosionShielding = 1; the protection against missles?
as in the thing that blows them up before hitting the tank?
hmmm, it would seem that the biki is not being kept up to date. There's no mention of it in cfgVehicles. My impression is it's a boolean true/false value
it needs this parameter
selectionFireAnim="muzzleFlash";
it defines what named selection is considered the muzzle flash
so you put the muzzle flashes into that named selection in OB/3d model software
its in the weapon config biki https://community.bistudio.com/wiki/Arma_3:_Weapon_Config_Guidelines#Explosion_shielding
thanx. it is not however in the library of parameters for cfgVehicles. very few will look at the above url vs the biki cfg dictionaries
Question, I am trying to make sentinel drones be able to to AA. I can make them equip AA missiles, but they refuse to lock onto air targets. Which part of the code decides which targets can aircraft target?
It has that though and still doesnt work
in the weapon config?
it needs IR sensor i believe
or somethging with sensors
Yes
I am looking at default sentinel config and it has all kinds of sensors expept "PassiveRadarSensorComponent", but Shikra doesnt have that one either and it can engage AA
in the model, the named selections setup properly?
is this the case of AI refusing to engage air targets, or you as a player unable to lock on to air targets?
when I remote control AI sentinel, it refuses to lock onto air targets, I just messed around with configs, testing some stuff now
i suggest taking a look at the A3 samples heli example and matching it with your config and model
I am trying to match it with other jet dlc aircraft
but I do not know which part of the code define what you can lock on to
currently messing with sensors
but afaik that's something to do with the selectionfireanim, either the config or the model wasnt setup properly, but the samples example can be used as reference
its decided by the ammo's config and the vehicle's sensors config
I am looking into it now
Does anybody know how bullet super sonic cracks work exactly? I see a lot of seemingly redundant info in the configs, and no clear way of making sense of it.
Hello, I'm trying to create a config mod that adds version of the CUP ION SUV with more armor,||(to a faction in blufor, not really important I would think since it does show in game correctly?)|| similar to the minigun version but without the gun, and while I have it mostly working|| (the values ARE giving it more armor, aside from window penetration remains the same, I'll fix that later)|| I am getting an error when placing in the editor
No entry "bin\config.bin/CfgVehicles/B_ION_SUV_ARMORED_NOGUN_01/Hitpoints/HitLFWheel.name'.
Here's my config:
https://pastebin.com/ebDRhWuS
and the original CUP SUV config.cpp for reference:
https://pastebin.com/WDrgKxBX
I'm attempting to eliminate the error with no success so far, and inheriting the hitpoints like the original config EX. class HitPoints: HitPoints crashes the game on startup
relevant link but I don't quite understand it:
https://community.bistudio.com/wiki/Class_Inheritance#External_base_classes
I referenced the "CUP_Wheeled_SUV" in my CfgPatches.hpp as well
class CfgPatches
{
class test_inheritance
{
units[] = {};
weapons[] = {};
requiredVersion = 2.06;
requiredAddons[] = {}; // with this parameter, BOTH weapons work correctly
// however with this one --> requiredAddons[] = {"A3_Data_F_AoW_Loadorder"}; , only the AK107 works correctly, the GL version's inheritances seems to be broken, even though both weapon classes are setup in the same way
};
};
class CfgWeapons
{
class arifle_AK12_F
{
class WeaponSlotsInfo;
};
class arifle_AK107_F: arifle_AK12_F
{
displayName = "[exo] AK-107";
baseWeapon = "arifle_AK107_F";
class WeaponSlotsInfo: WeaponSlotsInfo
{
mass = 155;
};
};
class arifle_AK12_GL_F
{
class WeaponSlotsInfo;
};
class arifle_AK107GL_F: arifle_AK12_GL_F
{
displayName = "[exo] AK-107 GL";
baseWeapon = "arifle_AK107GL_F";
class WeaponSlotsInfo: WeaponSlotsInfo
{
mass = 155;
};
};
};
something weird, using "A3_Data_F_AoW_Loadorder" as required addons borked some inheritances for one of the classes, but when no required addons is defined, both works fine. When requiredAddons[] = {"A3_Weapons_F_Exp"}; which is the original vanilla ak12 addon, it also works fine.
even though both classes are set up in the same way
in this case the vanilla class arifle_AK12_GL_F 's inheritances are borked, but the arifle_AK12_F's inheritances are fine
you have to define the hitpoints class of the original CUP suv's first before you can inherit it
Your inheritance is not correct. arifle_AK12_F and arifle_AK12_GL_F need to inherit from arifle_AK12_base_F/arifle_AK12_GL_base_F (respectively), which in turn inherits from Rifle_Base_F.
It should look like this:
class Rifle;
class Rifle_Base_F: Rifle
{
class WeaponSlotsInfo;
class GunParticles;
};
class UGL_F;
class arifle_AK12_base_F: Rifle_Base_F
{
class Single;
class Burst;
class FullAuto;
};
class arifle_AK12_F: arifle_AK12_base_F
{
};
class arifle_AK12_GL_base_F: arifle_AK12_base_F
{
};
class arifle_AK12_GL_F: arifle_AK12_GL_base_F
{
};```
it already works correctly, with my config above AK12 parents look like this ["Default","RifleCore","Rifle","Rifle_Base_F","arifle_AK12_base_F"]
AK12 GL parents
["Default","RifleCore","Rifle","Rifle_Base_F","arifle_AK12_base_F","arifle_AK12_GL_base_F"]
both show up correctly in arsenal etc
its just that when AOW loadorder is introduced, AK12 GL stops working, but AK12 works fine
@brisk harbor
+if your dumb enough to use FULL_UPPER_CASE for class names, you deserve what you get. Cup have no excuse either.
+fact is, the error is telling the truth, there is NO 'name' in your class HitLFWheel
+your cfgPatches is correct, AND mandatory
+you need to tell the compiler where the original HitLFWheel is:
{
class HitPoints
{
class HitLFWheel;
}
};```
then in your class b_ion_suv_armorered_nogun_01
class class HitLFWheel: HitLFWheel
{
whatever....
};
};```
relevant link but I don't quite understand it:
neither do most people. What you need to understand is that YOUR config contains a
template config and YOUR additions
the 'template config' describes, not defines, not alters, where the position of all the other classes in a separate pbo to yours are.
thank you
can CfgSFX sounds also be WAV files or do they have to be a certain format? not seeing anything on the wiki about it
i guess the examples are all converted to wss. i have an ogg files and a couple wavs that won't convert without some work though. hoping i can be lazy
Arma only supports .WSS and .OGG (I think, pretty very sure)
ah ok. i was able to play wav files with playSound3D, was hoping it would be similar
thanks
Oh, maybe they work. Never tried and seen it 🤔
i guess it's early enough on a saturday i can experiment and come back with an answer
arma supports all tree sound types. ogg, wav, and wss. Of these, wav should not be used soley because of (potential) sound-editor-only bloat which makes the files much, much, larger than need be.
wss is identical to wav, stripped of editor bloat (if any). wss also has (potential) nibble or byte pcm data compression, It significantly reduces file size at little cost to quality.
ogg is NOW the 'standard' that bis prefer. It was formerly unique to voice recordings, but now all sounds are in ogg. afaik.
my dewss.exe tool will allow you to convert from<>to wss/wav/ogg
that's more than enough convincing to put in the extra work
the 'default' extesion for arma remains as wss
the default for dayz is ogg.
default happens when you code
some_sound=fred; // (wss implied)
people put this mod on their computers, i'd rather not have it negatively impact performance
looks like to ogg these go. thanks sir
ah that second part is good to know as well. i noticed some of the configs didn't specify an extension
appreciate the knowledge
there needs to be no other reason for using ogg because it's an industry standard. wss is proprietary.
audio is such a weak point of mine. i was shocked discord even played an ogg file someone sent to me
so what you're telling me is absolute gold to keep me between the bumpers
i seem to be failing pretty hard here. is the config pattern here applicable for an addon as well? https://community.bistudio.com/wiki/createSoundSource
looking at the rpt, my cfgvehicles isn't able to resolve the reference to my cfgsfx entry
14:40:25 Warning Message: No entry 'bin\config.bin/CfgVehicles/SirenChicagoTornadoSound.scope'.
14:40:25 Warning Message: '/' is not a value
Here's my sfx
class CfgSFX
{
class SirenChicagoTornado
{
sound0[] = {"@x\HEDES\addons\destructionmodules\sounds\siren_chicagotornado.ogg", db-10, 1.0, 600, 1, 25, 27, 29};
sounds[] = {sound0};
empty[] = {"", 0, 0, 0, 0, 0, 0, 0};
};
class SirenLvivBombAlert
{
sound0[] = {"@x\HEDES\addons\destructionmodules\sounds\siren_lvivbombalert.wav", db-10, 1.0, 600, 1, 25, 27, 29};
sounds[] = {sound0};
empty[] = {"", 0, 0, 0, 0, 0, 0, 0};
};
};
and my cfgvehicles
class CfgVehicles
{
/* CfgSFX References */
class SirenChicagoTornadoSound
{
sound = "SirenChicagoTornado";
};
class SirenLvivBombAlertSound
{
sound = "SirenLvivBombAlert";
};
.... more stuff
};
so when i inherit Logic, i dont get an error, but I'm not sure why that is
class CfgVehicles
{
class Logic;
/* CfgSFX References */
class SirenChicagoTornadoSound : Logic
{
sound = "SirenChicagoTornado";
};
class SirenLvivBombAlertSound : Logic
{
sound = "SirenLvivBombAlert";
};
};
and it actually works as intended (i think). im assuming logic has all of those base properties that were reported missing in the rpt
is it possible to make a destruction particle effect on an object without making anything ingame? what i try to make is when shooting a bottle, i want it to break into parts when hit (that i model and texture beforehand) and make a sound before it then delete the bottle after impact, but leaving the shards for a while before despawning. i was hoping that this was possible trought the config.cpp or something.
like a small explosion but no fire, and my modelled shards bursting out of it right after the bottle is deleted from the scene.
Quick question, how advanced/hard is it to make a unit type from scratch? I'm talking just the config side of it. I intend to just swap out the model for the character, and keep all other attributes of the unit vanilla.
probably hard at first.
none of modding can be really quantified into "how hard is X"
everything is basically hard when you dont know how to do something
True, do you know of any resources to assist with it? Couldnt find any samples that contained it
you are going too specifc
there are nearly no how to make X guides because theres thousands of things and variations of things you can make
so you will need to figure out how configs work in general, how class structures and inheritance works and how mods are developed with the Arma tools and how they are set up
I've got a decent understanding of configs, especially for items like equipment pieces and stuff. So Ill checkout some stuff on the wiki and try and figure it out. Thanks for the help!
there is character encoding guide on wiki
and sample character with config in the samples
Was creating a map and everything went well, until I packed it and loaded it up in arma. When I clicked editor it wasn't showing up in the map selection, anyone know why?
hello. I would like to ask something about adding a radar to a plane through config
#arma3_terrain. But it likely means your config is not correct
I want to add a circular sens radar and a cone active radar to a plane but all my attempts made it be cone for both
where shall I post my code
Pastebin and link here perhaps.
Do you know like common things in config that could not make it correct thus resulting in that
No. Can be many things.
Compare to the tutorial configs and look for things you may have missed or put in wrong place
Alrighty, I think it might end up being my mask resolutions cause it’s the config you put in pinned in #arma3_terrain
Then you may have just missed a part somewhere.
Is there anything in the bohemia wiki to add a camera to an aircraft?
like the uav one
its combination of model and config. I dont think it can be done without adding camera points to model
also there probably are no specific guide like that
ok
have you checked the sample plane if it has that set up?
sample plane?
do note that copypasting may not work, you have to understand what parts play together in the model and in config and how it all works
yep, like I said. Understanding what it does is important 😅
by all means use the samples to get a basic aircraft flying. Why? Because that's the whole intent of the code. But expecting to add laser cannons and fly upside down is way past it's usage. Instead understand as best you can the 'simple' code provided. From there, you look at 'real world' examples from the game's engine. The more you study them, the more you can achieve. It's hard to give you ready made answers on how to add rockets. Why? because you wouldn't understand the answers unless you've looked at similar items in the game itself. It's all very well for someone here to paste examples if 'hitpoint' code, but, if you don't know where that class needs to be positioned in the main class (and similarly the class templates), it's an exercise in frustration.
there is a way, with targeting pod
PilotCamera class
I tried but the camera gets stuck at the face of the pilot
because you need to define an alternative memory point for the camera to attach to. Default named memory point doesn't exist in the model if it wasn't designed to have a camera in the first place, so it will revert to putting the camera centre of the model
Is there anything wrong with this? To my understanding, you should be able to retexture Contact DLC stuff even if you don't actually have it
class V_PlateCarrierSpec_khk: V_CarrierRigKBT_01_light_base_F
{
author = "3th3r34l";
scope = 2;
displayName = "Modular Carrier Lite (Sand)";
hiddenSelectionsTextures[]=
{
"\arma3work\Vanilla+_Mediterranean\Turkish_Armed_Forces\data\CarrierRigKBT_01_Sand_CO.paa"
};
};```
mayhaps the pathing is not what is packed in to the pbo
Id recoomend using fully set up P drive and mikeros tools for config debug checking
How do I make a custom vehicle variant show up in the Virtual Arsenal? I know weapons have a baseWeapon parameter but I can't seem to find anything helpful for vehicles.
And no, it's not just a reskin, it's a base class with new weapons and texturesources
do you only have a base class (they are usually hidden)? or also actual usable vehicle class
I have a base class with scope=0, and vehicle classes that derive from it with a scope of 2
\arma3work\Vanilla+
😷
forceInGarage = 1
^it appears that this does not apply if the vehicle has a scope of 0
then put it in the same class as scope=2
Are your child classes public (2)? If the children are protected (0) then yeah they won't appear. Nevermind.
I ended up making the base classes public wish scope=2 and just not setting a faction to basically hide them in all other cases
Hello, who has a script for the infantry spawn during the spawn trigger so that the infantry fills in the houses on the first and second floors
can I send part of my config which I fear is faluty
cause it spawns the aaf gripen c plane
instead of mine
class I_Plane_Fighter_04_F;
class CUP_B_JAS39_PMC_RACS : I_Plane_Fighter_04_F
{
_generalMacro = "I_Plane_Fighter_04_F";
scope = 2;
side = 1;
faction = "B_FLPMC";
displayName="JAS-39 Grippen";
crew = "B_Fighter_Pilot_F";
hiddenSelections[]=
{
"Camo1",
"Camo2"
};
hiddenSelectionsTextures[]=
{
"PW_FLPMC\data\Textures\Gripen_1_RACS_F_noemblem_co.paa",
"PW_FLPMC\data\Textures\Gripen_2_RACS_F_noemblem_co.paa"
};
typicalCargo[] = {"B_Fighter_Pilot_F"};
availableForSupportTypes[] = {""};
class TextureSources
{
class PMC_RACS
{
displayName="RACS camo (No emblems)";
author="Gamenator";
textures[]=
{
"PW_FLPMC\data\Textures\Gripen_1_RACS_F_noemblem_co.paa",
"PW_FLPMC\data\Textures\Gripen_2_RACS_F_noemblem_co.paa",
"a3\air_f_jets\plane_fighter_04\data\Fighter_04_misc_01_co.paa"
};
factions[]=
{
"B_FLPMC"
};
};
textureList[]=
{
"PMC_RACS",
0.5
};
};
}```
Er, please don't use CUP namespace for your own addons
Yeah but that doesn't matter, you never use someone else's name space/Prefix
ok
will add PWFPMC
but the code I sent spawns a grippen that is aaf
not the textures that I gave it
Guys who has a script for the infantry spawn during the spawn trigger so that the infantry fills in the houses on the first and second floors
I think that question goes to scripting
@hallow quarryFrom what I can see, the Gripen has a lot more than just two hidden selections
You should probably check the base class in the config viewer, they might even be named differently
No worries
It also could be gripen uses the never attribute or what's it called system to set textures and not just basic hiddenselections
is it ok if I debinarize it to see how it works?
and use proper selections
modding on this level is new to me. the most I've ever done was use the alive orbat maker
Proper p drive setup would already extracted the config for you
Also you can make a all in one config dump via simple script in game and it writes all loaded config into single file. Makes very good reference
ok
Also you can make a all in one config dump via simple script in game
Can you give me the name of it HG, or pass it to me. I'm struggling.
https://community.bistudio.com/wiki/diag_exportConfig that is the easiest method right now. You need to switch to devbranch and then use diag.exe
@hallow quarry. configs have always been open season. It's a long held opinion that we ALL learn from them. same for rvmats. P3ds are testical territory. You lose them. Never be tempted unless you're prepared to only play on your own server. Public ones will ban you, You never said you were, it's a slap now, so you never make that mistake later.
Also, do not use FULL_UPPER_CASE for anything. it is the preserve of #defines. Ignore this advice if you can endure pain and suffering later when you code stops working. As good as cup, and the team behijnd it are, do not copy CUP mistakes.
@hot pine many thanx. I owe you,
οk will do and will do the needed changes so I don't infringe on others creations
thanks for the information
do I need to sign my mod every time I update. I'm not adding or removing pbos
when you release yes, you need to sign it. when you develop and test on your own, no
but if you use mikeros pboProject you can set it to use your key and it handles the signing
you always make new pbo
I mean like when I change my class names so not to be similar to CUP
therefore you always make new pbo
the only time you need to sign files is when you publish the pbo you are signing.
ok
sorry for doing dumb questions making mods is new to me
and I managed to code the gripen (gryphon)
it didn't have hidden selections in it's code
only the textures
is there a way to add bullet resistant windows through config means? I was able to make an armored CUP variant of the SUV which can tank similar damage to the minigun version, but you can't edit penetration resistance of the windows
ideally windows that break after X amount of damage
maybe like call a script using Handledamage eventhandlers pointing at the window parts or something of that nature? I'm not even sure where to start with that one
You can probably increase the armor value of the glass hitpoints so it takes more shots before it breaks completely, but you wouldn't be able to make the glass any better at stopping bullets penetrating it before the glass is destroyed since that is based on the material applied in the model's fireGeometry LOD
a3\data_f\penetration\plexiglass ? or glass_armored maybe
what would i need to do if i wanted a simple particle system that bursts/sprays parts/shards (allready made p3d parts of testobject) when shot at. atm ive made a test bottle of glass, with glass surf added to the fire geo, and the right mass, it flips and rolls nicely with its current physics, but id like it to pop actually 😛 So far, as i understand (Leopard in scripting channel and HorribleGoat) told me that i need 3 files, config.cpp wich i ofc allready got, but then a CfgCloudlets and an ammo file? i suppose the ammo one is to tell it what kind of ammo would trigger it or? is there any templates out there i could tweak and play around with or? im pretty new to this, and to particles i have never done anything other than some flames and stuff in unity haha 😛
since i want to use models as parts i guess billboard is out of the question, even tho im not sure what is best
i have got a CfgCloudlets one aswell, and ive changed the class to testbottle_shatter, should i link that somehow to my config.cpp? how would i go to make it spawn all my parts? i guess "particleShape =" is where i path my shape.. but since its more shapes than one part idk how :S
all configs go into config.cpp
either by directly being written there or through #include which means that the stuff is written in separate file and #include "separatefile.extension" is put in config and it all gets compiled into 1 game config when the addon runs
basically its just a method of organizing config into more easily manageable chunks
ah but thats really not needed right? i should just take the cloudlets code and paste it into the config one
as in when configs are thousands of lines long, they are hard to scroll through
true
no it is not needed for simpler configs that are not that long
great!
I dont think you need ammo configs for this
destruction effects imo is better approach
and you dont really want to do anything more complex that would require scripting
oh, maybe he missunderstood me.. well he sent me to this channel for a reason hehe 😛
you would need particle effect defined for each part you want to spawn and then combine those effects into single destruction effect
or something along those lines anyway
so i make one cloudlets for each part? inside the same config?
since cloudlets class holds all the info, particle type etc
I got to say, I dont remember the specifics off teh top of my head
Id look through the config of destruction effects in reverse
find a building with destrcution that has fire and smoke and stuff
ok ill try
and look through there backwards how it works
all in one config dump or leopards advanced config viewer are quite essential tools for this kind of thing
so you can easily search config classes through whole config at once
could thingX be used on the particles?
guess id need "destrType=" aswell right?
mayhaps yes
is there a list over destructTypes ?
like DestructWreck etc, wich i believe is for wehicles, DestructMan etc
destrType
string
Sets the destruction type for the object.
“DestructDefault” // Default destruct type, engine auto detects during object loading: vehicles are set to "DestructEngine" and everything else is set to "DestructBuilding"(?)
“DestructNo” // No destruction effects, makes object invulnerable to weapons
“DestructMan” // Destruct as man (no shape animation)
“DestructEngine” // Destruct as vehicle (explosion, shape animation)
“DestructWreck” // Destruct as wreck, similar to DestructEngine, but with wreck replacement
“DestructBuilding” // Destruct as building, requires destructionEffects class
“DestructTree” // Destruct as tree, falls over by rotating about axis defined in model
“DestructTent” // Destruct as tent, object collapses on itself (shape animation) (for bushes, tents, poles, etc)
“DestructWall” // Destruct as wall, falls over only forward or backward
i dont think i should use any
DestructNo maybe
that would make the object just stay there
true
you would have to do trickery to make it dissapear
well perhaps that applies to any of the options
through killed eventhandler that could work
you would then have to spawn the particles manually at the same time too
might not be a problem
but also in large quantities might be 😅
then again destruction effects might have same strain anyway
ye what i want is for bullet to hit bottle, trigger a sort of "deleteVehicle" spawn "broken bottle bottom" at same pos, but spread some "allready modelled" parts of broken bottle.. then despawn after set time.
without doing it ingame or via mission configs, even tho it will keep me restarting game until tomorrow morning
those broken parts you would want just as particles
as they despawn on their own
otherwise you would need to leave scripts on hold waiting to clean them up
yeah its exactly what i want, and in the cloudlets part i can only see one line with particle shape.. where im supposed to path it.. but maybe there is a way of making an array with all the parts in
what about if i made the bottle from start allready broken but put together, if you know what i mean.. then in OB i make each parts mass after size of part.. and set some kind of thingX to each part?
hm
nvm it would just all fall
from start
possible but far more difficult to do with ragdolling stuff
I dont recommend it
youll be making this bottle for years
hahaha
it would mess up the transparency aswell, imma end up like the ppl making carriers
but how to call particles for every class of part?
if im supposed to name a shape
by path
same way effects call multiple types of particles
explosions for example are smoke, fire looking stuff, flying debris
yeah true
ok, so i just add a hidevalue = 0 to my model.cfg and it will hide the bottle after destruct
?
that could work
though it might be good idea to delete it just to clean up the obsolete objects out
i dont know how to code so i wouldnt know where or how to set that up, i know how to do it with triggers ingame in editor but not on say a bullet hit or destruction
different effects on different types of weapons/damage might be tricky
and honestly maybe not worth the trouble
well its a bottle, it does not matter what breaks it actually, it just needs to hide or get deleted like 0.5 secs or something before spawning the particles in
all that can happen instantly or near enough
actually it does not even need to spawn a wreck model/ bottle bottom on the same position, as i can just throw that in as a particle part aswell
ye i agree
until someone puts down 1000 bottles and throws a grenade
🖥️ 🔥
well I guess thats one way to get realistic effects
or drop 10 nukes
yeah im gonna go for that, just classes for each part and a deletevehicle somewhere
eventhandlers
can do that from the config aswell?
yes
one thing tho, how do i know the health of the bottle?
even sounds? or do i need to make my own surf material for that?
you can play sound then too
great
or possible put that into the destruction effects
ye, dont need glass breaking sound anyways after its killed as its allready coming from using the glass surf from A3 folder on fire geo
but could make a glass pop sound and put with destrc fx
so my destruction effects are gonna be a sqf file and ill call that with eventhandler from the config right?
class EventHandlers
{
fired = "_this execVM 'popBottle.sqf'";
or hit instead of fired
and in my config file under units array i add the bottle class name?
sorry for stupid questions lol
i mean if i use "hit" i could still use destructType "DestructNo", as it wouldnt matter and would launch the deleteVehicle anyways and spawn the particles as delete means dead right? or?
so they wont pop unless shot at
using the normal thingx fly and roll instead of bursting when naded, might save performance in the long run.. i think
anyways i gotta get this to do something at all first
[unit, causedBy, damage]
fired is when weapon shoots
killed is when a thing dies = healt 0 = kaput
hit would be going long route
ye im going with killed
class EventHandlers {
killed = "_this execVM 'popBottle.sqf'"; would be enought to add to the config?
Don't do an execVM here. Every time a bottle is destroyed the code needs to be reread from it's file and compiled.
Either put all the code in the eventhandler or use cfgFunctions.
It's acceptable if you're still testing but don't leave it into the production version.
oh ok, thanks for the headsup
to be honest ive no idea what im doing
what this guy did basicly
shoot bottle > kill/hide bottle > spawn the broken parts p3ds as particles or thingX, despawn/hide parts after set time.
anything i google for just gives me vehicle wrecks, house destruction, tent destruction and other stuff
i got the cloudlets in my config, i have a class DestructionEffects but just sound simulation in it atm, as im not even sure if its what i need at all..
Why don't you first look for Someone that has already done it either base game or a mod. Then dig through the files to learn how. Instead of starting from scratch and getting confused at every turn?
When you have a working Frankenstein of their code and yours you can create a new fully yours version.
Iirc there is an object In arma that poofs into particles when shot, just like you are trying to do.
You might be doing this already but it's a little hard to catch up over 3 channels and multiple hours 
i have tried, only one i can find is this guy and he seems to either have left discord or something.
ye the ballon right?
haha i know right 😛
If you have the extracted game files you can just find where that object is defined and view the clean config, instead of the browsers fully config (You can't get model specific info but that's what #arma3_model can give you)
i think the model is fine, unless i must have a mem point or something extra for it to do particles
i allready checked out the stuff in the a3 folder, but it doesnt hurt trying again, thanks for the tip
ok, so if i where going to take a sqf and insert that code in the config.cpp instead of in a sqf and exec, how would i do that?
as an example
this is what i got atm
class EventHandlers { hitPart="((_this select 0) select 0) setDamage 1"; killed="[_this] execVM '\A3\Structures_F_Mark\Items\Sport\Scripts\Balloon_01_air_F_hitPart.sqf';"; };
`private ["_bottle", "_position", "_velocity"];
_bottle = (_this select 0) select 0;
_bottle setDamage 1;
_position = getPosASL _bottle;
_velocity = velocity _bottle;
[_position, _velocity, _bottle getVariable ["BIS_type", "vodka"]] spawn BIS_fnc_moduleESBottleDestruction;
deleteVehicle _bottle;
true`
the last part i want where the execVM is atm instead of the path to the ballon thing
for some reason a plane I configed cannot deploy countermeasures anymore. They are there but when I press C they don't pop off
@pure dove you still around?
how would i go about merging the sqf files into the config.cpp?
in the A3 config etc they use execVM for every part
You copy the contents of the SQF file which is:
private ["_balloon", "_position", "_velocity"];
_balloon = (_this select 0) select 0;
_balloon setDamage 1;
_position = getPosASL _balloon;
_velocity = velocity _balloon;
[_position, _velocity, _balloon getVariable ["BIS_color", "orange"]] spawn BIS_fnc_moduleFDBalloonAirDestruction;
deleteVehicle _balloon;
true
into the config.cpp in place of the [_this] execVM '\A3\Structures_F_Mark\Items\Sport\Scripts\Balloon_01_air_F_hitPart.sqf';
the line _balloon = (_this select 0) select 0; has to be changed into _balloon = _this select 0 though as the _this array is not being passed to the code inside an array anymore.
Also replace all double quotes with single quotes! Else the config breaks. Because the double quotes would close the quotes from killed="";
interesting
the double quotes is ok in other lines tho? like i had no issues with it in simulation, vehicleClass, dstrType etc
Yes i worded it wrong
nah its fine, i just want to know why, like what does a "" say compared to a ''
The code is placed into quotes. If you use the quotes in the code, you close the outside quotes and everything gets wack
ah gotcha
i renamed all balloon to bottle tho, would it be ok to rename the BIS_fnc_moduleFDBalloonAirDestruction to BIS_fnc_moduleESBottleDestruction aswell? like im trying to do as you said and use the wheel wich allready is made instead of trying to reinvent something, but as i want my own parts i guess i would need a new array aswell containing my parts, the "color" they use ive just named type (probably change to brand) and i could use this for different bottles as they use different colored balloons, or am i wrong?
ok cool
BIS_fnc_moduleFDBalloonAirDestruction is a function defined somewhere just like the script you are copying from. You'd have to look at the function and see what it does. Simple renaming it here (and thus trying to use a different function that might not exist) won't work.
You can use the ingame function browser to look at what is does.
`sleep 3;
private _easybottles = BIS_ES_bottles nearObjects ["MyBottle", 5];
{
_x spawn
{
scriptName "popBottle";
private _pos = getPosASL _this;
private _curPitch = random 40;
private _targetPitch = random 40;
private _curBank = random 40;
private _targetBank = random 40;
[_this, _curPitch, _curBank] call BIS_fnc_setPitchBank;
//private _vectorDir = [random 1, random 1, 1];
private _vectorDir = vectorNormalized wind;
_vectorDir set [2, 1]; //Bottle floatiness forced
private _speed = 0.01 + (random 0.02);
private _vector = _vectorDir vectorMultiply _speed;
//Fake gusts
//TODO: link to 'gusts' value?
private _lastGust = time;
private _nextGust = 0.1 + (random 4);
while {!(call BIS_ES_hasReset) && !((_this getVariable ["state", -1]) in [0, 1, 3])} do
{
//TODO: connect orientation changes more to direction?
[_this, linearConversion [_lastGust, _lastGust + _nextGust, time, _curPitch, _targetPitch], linearConversion [_lastGust, _lastGust + _nextGust, time, _curBank, _targetBank]] call BIS_fnc_setPitchBank;
//private _pos = getPosASL _this;
_pos = (_pos vectorAdd _vector);
_this setPosASL _pos;
if ((time - _lastGust) > _nextGust) then
{
_lastGust = time;
_nextGust = 0.2 + (random 3);
_curPitch = _targetPitch;
_curBank = _targetBank;
_targetPitch = random 40;
_targetBank = random 40;
_vectorDir set [0, (_vectorDir # 0) + (0.2 - (random 0.4))];
_vectorDir set [1, (_vectorDir # 1) + (0.2 - (random 0.4))];
_vectorDir set [2, ((_vectorDir # 2) + (0.1 - (random 0.2))) max 0.8];
_vectorDir = vectorNormalized _vectorDir;
//_speed = 0.01 + (random 0.02);
_vector = _vectorDir vectorMultiply _speed;
};
sleep 0.01;
};
};
sleep (random 0.3);
} forEach _bottles;
true`
like i said there was like 5 sqf's and like 3 wich had to do with activation/deactivation
If there exists a function for destruction of a bottle, doesn't there exists a destroyable bottle to begin with?
its my rewriting of the balloon
Ah gotcha. Well if you define it in a cfgFunctions then you can indeed use it instead of the BIS balloon function
ok great
its not that it matters that much, even if i had to call my testbottle for ballon, its prob just my ocd or something
also it helps me learn a little more
even tho it generates more brain pain 😛
`private ["_bottle", "_type"];
_bottle = _this select 0;
_type = _bottle getVariable ["type", ""];
if (_type == "") then {_type = missionNamespace getVariable ["BIS_ES_typeName", ""];};
if (_type == "") then {_type = "vodka";};
if ((typeOf _bottle) in ["MyBottle", "MyBottle"]) then
{
[getPosASL _bottle, velocity _bottle, _type] spawn BIS_fnc_moduleESBottleDestruction;
}
else
{
[getPosASL _bottle, velocity _bottle, _color] spawn BIS_fnc_moduleESBottleWaterDestruction;
};
_bottle hideObject true;
true`
this is the bottle_onhit sqf
in the vanilla balloon's main config, its the ballon_hitpart.sqf wich is on killed= first trought the usual exec path. so i guess its the code i need to merge first aswell
thanks alot for all this far, even if it does not look like it, i suck up any info i can get and ive learned alot from this disc the last days 
hmm throws error when i try to test pack it
i think using the sqf is better as its probably a reason they did it that way, the main config aint that big so i guess they easily could have put it in there if it was a reason behind it
nah it has to be a simpler way to make a kill spawn objects than this... its like 8 sqf's
for some reason when I added a radar to one of my planes the chaff stopped deploying
you can do what you want. But execVM isn't a good idea. If you don't want it in the config, make it a function instead and use it that way.
i would but i cant code, and i dont understand what things does, i dont know how to make functions other than what wiki and google says, but most of the stuff i copy and paste in just doesnt work
im ok with it beeing in the config if it would let me have it there lol
Does documentation exist surrounding the in game ai command menu? (the one that opens when you press `)
My end goal is to heavily modify this menu, or recreate its properties in a separate menu
dont think there is anything about it down anywhere.
Damn, alright ill do some digging around then. Thanks!
It looks like @slim halo has actually made a mod with a similar objective "All-in-One Command Menu (Deluxe)".
Do you think you'd be willing to give some insight to help me get started?
that's for creating comms menus tho
you can find AI commands by looking at vanilla commanding menus
e.g. RscGroupMove or something like that
this page explains it in more details I guess:
https://community.bistudio.com/wiki/Arma_2:_Custom_Command_Menu
it was stolen from BISimulations wiki 🤣
sorry. "borrowed"
is there a way to add both chaff and radar to a plane with cfgconfig
I tried but the chaff doesn't work
It's listed to the right but doesn't work when pressing c
the thing that causes the issue is the component classes needed for the radar
I followed the sample plane but the flares don't deploy
can I post my code in pastebin and put it here
Sure.
here you go
Is deploying chaff an event or something
cause the ammo and the cm burst are listed but when I press C(my countermeasure button) nothing
they do need eventhandlers to work if I remember right
perhaps the inheritance gets broken somehow
I even tried copying the whole thing from sample plane to test
but didn't work
I even tried copying a full ready radar from the su-25 as seen in the pastebin
do I call class components outside the cfgvehicle
like class components;
dont think that would be useful. components are usually unique per vehicle
that said your inheritance for components seems weird
so you are likely not inheriting correct components from the parent vehicle
thus you dont have the counter measures
Add this line inside your class components class TransportCountermeasuresComponent{};
Working on making a shoothouse for my friends and, I think I've hit the limit of "winging it" so far. Got the model made, then I get as far as creating the door model, giving it the component name of Door_1 in view and a collision component named Door_1, then I add two vertices as door_1_axis and a point on the handle for door_1_trigger, and I've pulled I think the essential parts for it to work from the model and config files from the Arma 3 sample house... so I get the action showing in the right spot in game, but upon doing the action, nothing happens, no sound is played either. No errors pop up.
The door with action visible: https://i.imgur.com/NGddGs0.jpeg
The model and config files: https://pastebin.com/wtb0XnFj
Any assistance would be greatly appreciated.
I haven’t yet. Soon as I’m home In a few I’ll look at it in buldozer
buldozer is the first step in testing if animations/model.cfg works at all
Any idea why my forceInGarage parameter isn't working? This config is exactly the same as 5 other versions of the vehicle, all hidden, with only adjusted crew and faction parameters, but this one shows up for whatever reason in the Virtual Garage.
displayName="test";
forceInGarage = 0;
faction="B47_WZ_CIV_Civilians";
side=3;
editorPreview="";
crew="B47_WZ_CIV_Man";
typicalCargo[]={"B47_WZ_CIV_Man"};
textureList[]={"B47_WZ_Red",.75,"B47_WZ_Yellow",.25};
class TransportMagazines{
class _xx_SmokeShell {count=2;magazine="SmokeShell";};
};
class TransportItems{
class _xx_FirstAidKit {count=4;name="FirstAidKit";};
class _xx_ACE_EarPlugs {count=4;name="ACE_EarPlugs";};
};
class TransportWeapons{};
class TransportBackpacks{
class _xx_B_B_AssaultPack_rgr {count=2;backpack="B_AssaultPack_rgr";};
};
};```
will try and inform you what happened thanks in advance
Thanks it works
How to use arma3diag_x64.exe for configFile hot replace?
I run arma3diag_x64.exe with mymod, and in Addons foldier I keep only directory, not a pbo arhcive. And it's not worked. If I do PBO, arma read my config, but I cant to do hot replace.
Please explain me how to do hot replace without arma restarting.
Use diag_mergeConfigFile command. It takes your config.cpp to work
You the best, it's works. Should i use -filePatching parameter?
I... think so?
Hm. After second call of diag_mergeConfigFile armadiag dying, when i try to open ConfigViewer
Exception code: C0000005 ACCESS_VIOLATION at F1511D20
Is there any true way to do 'randomized' firing sounds that just don't play out of an array sequence and loop?
No matter how you set up sound config, it'll always play as if it's in a loop, which isn't great especially if you have less firing samples to work with.
Im having an issue with a custom dialogue, all the examples online use it in a mission folder structure, but I need it to work as an addon.
I have a listbox set up in the dialogue and I have this in it : onLoad = "ExecVM 'J3FF_fn_GroupListBox.sqf'";
I also have a config.cpp in the pbo that looks like this :
class CfgPatches
{
class J3FF_Test_UI
{
units[] = {};
weapons[] = {};
requiredAddons[] = {};
};
};
class CfgFunctions
{
class J3FF
{
tag = "J3FF";
class scripts
{
file = "\TestUi\functions";
class GroupListBox {};
};
};
};
The name of the script is fn_GroupListBox.sqf
and its path from the root is \functions\fn_GroupListBox.sqf.
When I open the dialogue in game it comes up with "Script GroupListBox.sqf not found"
Anyone have any ideas why?
is there any way to show params related to a specific value only?
class Values
{
class 50Mt {name = "50 megatons"; value = 50;}; // Listbox item
class 100Mt {name = "100 megatons"; value = 100;};
};
Lets say the user chooses 100 megatons and for some reason in only that one he could choose a name, can it be shown on the module only when the user chooses the 100Mt ?
no, but using wingrep you can search for all occurences of 100;
Ok so ive fixed it giving an error and it now correctly runs the sqf file, however it doesnt want to display any content inside the list box. This is the script for the listbox inside the sqf:
_display = findDisplay 1234;
_Listbox = _display displayCtrl 100;
_Listbox lbAdd "Line1 test";
Edit: This has been solved, believed to be an issue with gui export
Both the idd and idc are correct
ive tried adding the destabalization line at the top as well but it didnt fix it
Is there any true way to do 'randomized' firing sounds that just don't play out of an array sequence and loop?
No matter how you set up sound config, it'll always play as if it's in a loop, which isn't great especially if you have less firing samples to work with.
i don't know if sqf has a srand() function bit it's used in other languages to set the rand generator to time now. this guarantees a different sequence each time you start
In cfgsoundshaders, where can I get a list of the variables I can use to calculate frequency? Example, "speed" in below: frequency = "((speed factor [330, 930]) * 0.1) + 0.9";
can anybody explain why this doesn't work? frequency="1.0+(speed-700.0)*0.0005-(distance^0.2)*0.1"; is the exponent on distance not allowed?
if I recall correctly, there is now pow simple expression - you would have to write distance*distance https://community.bistudio.com/wiki/Simple_Expression
ahh, I haven't seen this
[...]
pow(v, a) - power``` - you are using wrong syntax then
it might still not work - distance works in certain contexts - see sound controllers page
what parameters might make AI pilots come in too low and crash on landing? I've started with the Blackwasp II configs for two jets in my mod, and I'm noticing the same behavior in both. Testing on Tanoa on two airfields so far - the far South one and the Northwest one. They land in the bay at the South AF and they crash into the berm on the NW AF. The same scenarios with the Blackwasp works fine.
I've adjusted my settings for landing speed and landing AoA, but that just makes them crash at different speeds and angles.
altFullForce = 9999; // the height that the engines has full thrust ?
That's the height your engine starts cutting out.
Going higher loses power until you reach altNoForce value.
maybe some kind of braking power parameter, is it just crashlanding ish?
i dont know about planes, but i played around with some traffic script and cars, and sometimes the Ai just chose to crash in the same spot, so i used hide on some of the stuff they crashed into on the map to force them to ignore it/ or run trought it, it could be stuff on the other side of the road, and it felt like a magnet to them. tried another map?
also i used a invisible helipad to make my ai's land better
They can do better on more ideal runways, but I'm making adjustments for the more diverse conditions. They are currently now landing on the runway, but at such a hard-drop angle it looks terrible. They hit so hard the struts on the landing gear don't want to decompress. One of them was taxiing while leaning hard to one side, after its rough landing.
landingAoa and landingspeed maybe? i wish i could give you the answer man i feel the pain 😛
guess its alot of tweaking and fine tuning
im trying to get my function posting a hint when my object is killed, i name it ingame in eden and !alive object1, onAct hint "works!" and shoot it and it posts fine.. but now with my event handler and the function
it does not work
ive checked dumps and other configs where i have the exact same code.. any ideas?
`class EventHandlers
{
killed = [(_this select 0)], 1, 1, 0, 0] call VODKA_fnc_testFunction;
};`
this is my last desperate attempt 😛
is killed the same as !alive for arma?
!alive is what something is after it is killed
killed event is between alive and !alive
hit, dammaged, killed, EpeContact, EpeContactStart, no luck 😦
I've been receiving this kind of error lately and I'm not sure why. P:\temp\GPLT_Vests_TEST\Config.cpp: #includes P:\temp\GPLT_Vests_TEST\basicdefines_A3.hpp, but is excluded from pbo The hpp file is right there
you are not including a file from P:\temp are you?
no
#include "basicDefines_A3.hpp" is simply at the top of my config.cpp in the GPLT_Vests_TEST folder located on my p drive
I started getting these types of errors seemingly out of the blue. I'm packing with pboProject
maybe "*.hpp" isn't present in "include" list (or is included in exclude list)?
I'm using the default settings for that
thumbs.db,*.txt,*.h,*.dep,*.cpp,*.bak,*.png,*.log,*.pew, *.hpp,source,*.tga,*.bat
I clicked the restore defaults button to try and fix the problem
*.hpp? With space unlike others?
I didn't put the space there but I can try without it
same error
somehow the don't binarize cpp or sqm checkbox became enabled, and after unchecking the box it was able to pack
maybe a ghost clicked it.
or maybe it's actually an exclude list, bak/bat/log/thumbs.db look suspicious. Strange stuff, but i'm glad it works
Was most likely me being tired AF in the early AM and not noticing it got clicked. But I also don't remember editing that exclude list
What might make an empty plane move backwards on its own?
MOI, damping rate, or some other wheel property?
That's illuminating. I didn't even know that "simpler expressions" were a separate thing in arma. Do you know if it is possible to control the frequency of all soundshaders from in the soundset? Can different sound shaders in a sound set use different frequencies?
or maybe it's actually an exclude list
since it says exclude from pbo in the setup panel. you're probably correct😎
can anybody clearly explain the difference between an emitter and a panner, in cfgSound3DProcessors?
"With stereo audio it's only possible to determine the location of a sound on a horizontal plane, anywhere between left and right. But spatial audio, on the other hand, provides a completely immersive experience by mimicking the way we perceive audio in real life."
so which is which
Emitter - spatialized sounds (vehicle engines, animation sounds, weapon shooting without reflections, etc.)
Panner - stereo sounds which behaves as "local ambients" in closer distance and clearly spatialized sounds in larger distance (weapon shooting reflections, tree leaves rustling, etc.)
Surround Panner - stereo sounds with custom multichannel panner ("directional ambient ssounds")
For rangeCurve, I've got values like this: {0.0,0.8}, {0.5,0.3}, {1.0,0.2}
So with these values, at 0.0, is it 8/10 ambient and 2/10 directional, or is it 2/10 ambient and 8/10 directional?
bullet sonic crack at the moment
I can't find an exact definition of the "distance" sound controller. Is it distance between sound source and listener? It still wont let me perform certain operations on it. example: pow(distance,0.2).... maybe requires pow(abs(distance),0.2)? Even though logically distance shouldn't be less than 0.
isnt it distance from gun (source) and set range for specific weapon types?
like 5-600m ish for AK-12 7.62, 1300m MXM 6.5 etc
idk really, wish i knew more about this
but i think its the range it takes for bullet to go subsonic
ish
What? That's what the "distance" sound controller is? It's not just distance from sound source to listener? For a bullet sonic crack, the sound source should be the closest point that the bullet came to the player.
I have a question is it possible to make a vehicle like the offroad at or hmg through code or do I also need a p3d
I mean like changing through code the turret
in my mind came the idea of slapping a aa titan turret at the back of a fennek
or a s-750 rhea on a truck
Turrets are part of the model
oh ok
cause I remember a hilux with a zu attached to it's back in some mods
probably they spliced the models
It is possible to make a separate static turret object and use attachTo scripting to mount it on a vehicle
it is a little hacky but can be done
Does anyone have a sample config.cpp for a car, could i ask a copy please? 😊 i feel dizzy reading Arma Samples
Well there isnt really better sample..
Could have a look at how other mods do their cars. But, the best you’ll get is the ARMA sample car
what are other common mistakes that a retextured vehicle in a new faction would not show up in zeus but does in eden?
units[] = {"x", "y"}; classnames are correct, or at least I have the spawnable units I want are there, I'm fairly certain all of my lists in CfgPatches are correct
requiredAddons [] =, I'm fairly certain is also correct and I have scope=2, scopeCurator=2 and side=1 listed as well for a miniature blufor faction I've made in CfgFactionClasses
I've inherited a unit that is normally indep for the crew, though I'm certain their scope=2 and scopecurator=2 as well, and one of the vehicles actually works
nevermind, anyone who finds this and has the same issue make sure your classnames in your CfgPatches are seperate from your faction class, it's not the same thing and overwrites
Hello. I have a question, is it possible to combine a helicopter and a VTOL? (Switching between controls) If so, how do I do it?
to get... a VTOL?
Helicopter is just a vtol…
Not possible. One would need separate vehicles and swap between them
Thanks
Hey guys. Is there anything wrong with this in my cfgWeapons in my config.cpp?
class V_PlateCarrierSpec_khk: V_CarrierRigKBT_01_light_base_F
{
author = "3th3r34l";
scope = 2;
displayName = "Modular Carrier Lite (Sand)";
hiddenSelectionsTextures[]=
{
"\arma3work\Vanilla+_Mediterranean\Turkish_Armed_Forces\data\CarrierRigKBT_01_Sand_CO.paa"
};
};```
It won't show up at all in the editor, I can't find it in the item list.
Id recommend proper P drive setup and using mikeros pboProject to pack
probably repeating myself again.. that folder structure looks familiar 
so your mod project folder structure is P:\arma3work\vanilla+_mediterranean\turkish_armed_forces\ and so on?
well at least it is pretty unique
check ingame config viewer if the config for it is present
what is the class called under cfgpatches?
i had an error earlier because i had different name than my mod folder atleast.
or a typo actually
`/// Carrier Rig Test Config ///
class cfgWeapons
{
class V_CarrierRigKBT_01_light_base_F;
class V_PlateCarrierSpec_khk: V_CarrierRigKBT_01_light_base_F
{
author = "3th3r34l";
scope = 2;
displayName = "Modular Carrier Lite (Sand)";
picture = "path to paa";
model = "path to p3d";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\arma3work\Vanilla+_Mediterranean\Turkish_Armed_Forces\data\CarrierRigKBT_01_Sand_CO.paa"};
};
};`
?
idk, ive never actually made anything around there.. but its bits what google gave me.
and i think both model and texture need to be in the same dir
or something
or u wont see anything
`class cfgWeapons
{
class V_PlateCarrierSpec_khk;
class V_CarrierRigKBT_01_light_base_F;
class V_PlateCarrierSpec_khk: V_CarrierRigKBT_01_light_base_F
{
scope = 2;
author = "3th3r34l";
displayName = "Modular Carrier Lite (Sand)";
picture = "\arma3work\Vanilla+_Mediterranean\Turkish_Armed_Forces\data\ FileNameHere";
model = "\arma3work\Vanilla+_Mediterranean\Turkish_Armed_Forces\data\ FileNameHere";
class ItemInfo: UniformItem
{
uniformModel = "-";
uniformClass = "V_CarrierRigKBT_01_light_base_F";
containerClass = "Supply40";
mass = 1;
allowedSlots[] = {"701","801","901"};
armor = 0;
};
};
};`
or like that.. hmm
let me know if you get it working and what was wrong 😛 so i learn something aswell
`///// Carrier Test Config /////
class CfgPatches
{
class 3th3r34l_khk_Uniform
{
version = "1.0";
units[] = {};
weapons[] = {};
requiredVersion = "1.0";
requiredAddons[] = {};
};
};
class CfgVehicles
{
class B_Soldier_base_F;
class 3th3r34l_khk_01_F: B_Soldier_base_F
{
scope = 2;
author = "3th3r34l";
model = "\A3\characters_F\BLUFOR\b_soldier_03.p3d";
hiddenSelections[] = {"camo","insignia"};
hiddenSelectionsTextures[] = {"\arma3work\Vanilla+_Mediterranean\Turkish_Armed_Forces\data\tex\3th3r34l_khk_01_co.paa"};
hiddenSelectionsMaterials[] = {"\arma3work\Vanilla+_Mediterranean\Turkish_Armed_Forces\data\3th3r34l_khk_01.rvmat"};
};
};
class cfgWeapons
{
class UniformItem;
class Uniform_Base;
class 3th3r34l_khk_1: Uniform_Base
{
scope = 2;
author = "3th3r34l";
displayName = "Modular Carrier Lite (Sand)";
picture = "\arma3work\Vanilla+_Mediterranean\Turkish_Armed_Forces\data\ FileNameHere";
model = "\arma3work\Vanilla+_Mediterranean\Turkish_Armed_Forces\data\ FileNameHere";
class ItemInfo: UniformItem
{
uniformModel = "-";
uniformClass = "3th3r34l_khk_01_F";
containerClass = "Supply40";
mass = 1;
allowedSlots[] = {"701","801","901"};
armor = 0;
};
};
};
`
anyone got any idea why a function just doesnt go at all when used with a thingX custom object? is it possible for a thingX object to get killed at all?
or is it bound forever to just do physics when hit and stuck between life and death
just wondering since !alive works in eden to make it play hints when shot, but hints inside function.sqf does not post upon shot
or is there something i could replace "killed" with that is the same as "!alive" inside eden
both dammaged and hit does nothing
Yeah. Everything I've made worked like that too
Class of the mod? I don't have the item under patches
this is driving me nuts.. i can exec it trought debug and it will run the function.. but no way in hell it will run from EH
Try putting scopeArsenal = 2;
Someone told me to
I'm trying it rn
what does it do?
My issue is that it won't show up in the arsenal or editor
Is that happening to u?
no..
faction="Empty";
editorCategory="EdCat_Things";
editorSubcategory="EdSubcat_Default";
Where should I put that?
params under CfgVehicles
Ok
you can change Things to something else in there, or the faction, its just what i use for my test objects
Ok
I'll see if I can
Also this is a chest rig, a lot of what u wrote above looks a lot like uniform stuff
but my issue is not with object as in placement or whatever, im having issues with getting my functions to run at all when shooting the object or killing it.
Yep
Wait is my vest supposed to be in cfgvehicles as well? All I'm doing is retexturing a chest rig
class V_PlateCarrier1_MARPAT: V_PlateCarrier1_blk
{
author = "3th3r34l";
displayName = "Carrier Lite (MARPAT)";
hiddenSelectionsTextures[]=
{
"\arma3work\Vanilla+_Mediterranean\US_Marines\data\carrier_rig_MARPAT_co.paa"
};
};```
This, for instance, works
Another retexture of a chest rig
This is under cfgWeapons
i think so, not sure, but i "think" you would need to make like a copy of it and retexture that copy. maybe ask in "texture makers" channel
Ok
I might be inheriting from the wrong object too
I do that often
@golden barn can I dm u?
whenever you want 🙂
Vests always go under CfgWeapons. CfgVehicles is only if you want to create a vest item that Zeus or someone using the Eden Editor can place down as a collectible.
class EventHandlers
{
killed = "systemChat str ['killed', _this]";
};
Does this give you anything? If it does then your function is borked in EH context, else the EH is borked some other way.
i will try
@hushed turret now that we got it working, pls could you post the working part?
{
///Vests///
class V_CarrierRigKBT_01_light_Olive_F;
class V_CarrierRigKBT_01_light_snd_F: V_CarrierRigKBT_01_light_Olive_F
{
author = "3th3r34l";
DLC = "Enoch";
scope = 2;
scopeArsenal = 2;
scopeCurator = 2;
hiddenSelections[] = {"Camo"};
hiddenSelectionsTextures[]= {"\arma3work\Vanilla+_Mediterranean\Turkish_Armed_Forces\data\CarrierRigKBT_01_Sand_CO.paa"};
displayName = "Modular Carrier Lite (Sand)";
};
};```
This?
ye
didnt give me anything, same as before
DM me the full config
Im trying to change the first and last names for my faction unit ai. The names keep getting referenced to "LanguageGRE_F" through the identityTypes[]={}; modifier. My question is where is the "LanguageGRE_F" stringtable or whatever located? I cant find it and nobody on google even comes close to that question
is there a way to stop my function from running after hitting play? i mean right now i got some explosions and particlels in it and its on killed =, but it just instantly pops off when hitting play inside eden editor.
like its allready hit/dead upon start
nevermind i think i figured it out 🙂 adding
{ preInit = 0; postInit = 0; preStart = 0; recompile = 1; };
to it..
i had nothing there so i guess it just treated it as 1s and loaded it in on start instead of on my kills.
Thanks alot @pure dove for even having the energy for my noobness, i finally got it working now, the part for today atleast 🙂
where is the "LanguageGRE_F" stringtable or whatever located?
wingrep is your friend
{
class ShoeShuffler_Liveries //Customize
{
name = "Reaper Company Textures"; //Customize
author = "ShoeShuffler"; //Customize
url = "";
requiredVersion = 1.60;
requiredAddons[] = { "rhs_t80u" };
units[] = {"rhs_t80u"};
weapons[] = {};
};
};
class CfgVehicles
{
class Tank_Base_F
{
class textureSources;
};
class rhs_t80u: Tank_Base_F
{
class textureSources: textureSources
{
class WeebLow
{
displayName="Gyaru";
author="shultz";
textures[]=
{
"Loli_heli\rhs_t80u_01_co.paa",
"Loli_heli\rhs_t80u_02_co.paa",
"Loli_heli\rhs_t80u_03_co.paa",
};
};
};
};
};
class cfgMods
{
author="shultz";
timepacked="1518199506";
};
I'm currently trying to get my reskins in their own category. I pulled some code from this dude I know, but my interpretation didn't work! Anything stick out?
What inheritance tree is that? That’s, awful
Try deleting the comma after your third texture
the problem, is he's overwriting an already existing rhs class instead of rolling his own.
No clue what that is, I survive off of reverse engineering friend's codes
Right, I'd want to replace mentions of the T-80U with whatever the hell?

